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[P4AU] Yukari Takeba - Q & A Thread

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If you have any questions or answers to the questions here regarding Yukari, this thread is where to post.

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I see. She's looking like an overall solid character (a bit early to say that, I know, but she really does just look all around strong.)

Also, what statuses are she able to inflict upon the opponent? I've seen Confusion, and Charm, but is there anything else? Poison perhaps?

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To add to what Diveman posted:

For this version of the game, Yukari's oki options look to be above average. She has wind orbs(mahagaru) which can be laid on top of the opponent, cloud bombs for control post knockdown, and charm and confusion status effects, but the most noteworthy is her awakening super, mahagarula. Not only does it do a ton of chip damage, but unlike most oki options that can be avoided by jumping, this one guarantees a hit for that option forcing the opponent to stay on the ground to be high/lowed. The super when used in a combo scales horribly however so I take it Yukari players will start to time the mixup at the end of the animation. I also expect to see consecutive supers (maybe something Shadow Yukari can abuse more) before the mixup is attempted so to get max damage off the chip.

ElegantShadow:

Only confusion and charm but the SB version of Feather Shoot inflicts both at the same time.

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yeah indeed, and they're much better off blocking the super grounded since they can Guard cancel it at least, worst scenario for them is to block it in the air, which makes me wonder if you could get a combo and make them tech early into awakening super for guaranteed reset, since the bomb takes some time to setup by the time they get hit by the unblockable the super already ended and you get a nice beefy combo.

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So, I'm not quite sure as to what I think of Yukari so far. When I first saw her in the Loketests, I thought that she'd have zoning more akin to Nu-13 or Mu-12's, but that doesn't quite seem to be the case as she seems that her zoning ability, while looking like it has potential, isn't even on par with Yukiko's. The only truly amazing tool that she seems to have is her Super where she summons a Cyclone, a truly devastating attack, yes, but is that really all that she has?

I know that it's still a bit too early to really gauge what Yukari is capable of and all, but if someone could give me an explanation on what exactly Yukari's game-plan is and what she excels at, I'd be very grateful. I mean, I know that she's zoning, but is she pure keep-away? Or something more akin to Naoto in that she can fight effectively(or somewhat effectively) at all/most distances?

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No character in P4U/P4U2 is pure keep-away. Negative penalty comes on way too fast. Yukari has an in and out style of gameplay like Naoto and Yukiko, but more similar to Yukiko since the B button is dedicated to projectiles. What Yukari does have over Yukiko is an air unblockable, lingering projectile in the parachute bomb. As long as it's set, opponents can't just jump in and block everything but an airthrow.

Her rushdown game is okay but there aren't many mixups besides AoA or low, and throw/throw bait(which are good) mixups.

It's hard to say this early but that's how she appears to me.

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what's gonna hurt her in the future imo is that, just like Yukiko, she doesn't have a good AA that she can use in tight situations unlike Teddie, Mitsuru or Liz.

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No character in P4U/P4U2 is pure keep-away. Negative penalty comes on way too fast. Yukari has an in and out style of gameplay like Naoto and Yukiko, but more similar to Yukiko since the B button is dedicated to projectiles. What Yukari does have over Yukiko is an air unblockable, lingering projectile in the parachute bomb. As long as it's set, opponents can't just jump in and block everything but an airthrow.

Her rushdown game is okay but there aren't many mixups besides AoA or low, and throw/throw bait(which are good) mixups.

It's hard to say this early but that's how she appears to me.

Oh, I see. With the description you gave in mind, and from the videos I watched a bit earlier, her playstyle seems less air-tight than Yukiko's, however, it also seems to be a bit more free in terms of what you can do with it and just how many ways you can hit the opponent. Thanks for clearing that up for me. :)

what's gonna hurt her in the future imo is that, just like Yukiko, she doesn't have a good AA that she can use in tight situations unlike Teddie, Mitsuru or Liz.

Hm... I always thought that the concept of a long-ranged, projectile AA was that it would be a bit more versatile than a non-projectile, close-range AA, since you could cover more distance with it and be relatively safer than someone attacking at close-range with one.

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This is really specific, so hopefully this is the right place.

 

How do you do her Challenge 20?

 

I can't connect my persona after the arrows > feather bomb.  Is there a trick I'm missing or is my timing just ass?

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its hard for a bnb. just practice, and you will get it no problem.

 

Edit: once you get this down you should check out the combo thread, since there better ways to use 5AAA> 214A> 5C (etc.) and that you need to be face close to hit the combo.

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I put some stuff in the other thread, some weeks ago:

 

"I do the 214A between the 2nd and 3rd volleys of the third A (so the bomb comes immediately after the last A ), then the 5C is pure timing after that. In the corner I find easier to land 5AAA > 214A > 5B instead of 5C."

 

Try that the bomb comes out as soon as you finish the 5AAA. After that, the 5C is just practice. From the challenges, the 20 and 23 are the most important ones (also the hardest), since a lot of routes use a lot some parts of both. Good luck.

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While I'm asking questions (and getting answers!):

 

The characters I'm most interested in are:

 

Aigis because I like the Hakan "UP in one mode/OP in another" style, and she seems to fit the bill.

 

Shadow Labrys really just because I love pet characters and what a pet!

 

And Yukari because... we'll I'm not sure, just something about her.  I can't find a lot on her playstyle except Coma's bit above.  So she's kind of a zone/rushdown hybrid?

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Idk, there are probably people who can describe it better, but she controls space. She does whatever she can to control space around her opponent, pressure or 5D zoning

Most likely more to it, But thats the jist or her game

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Her zoning game is quite good, just weird. You have to use a lot 5D to control the opponent movements (great oki with that too) and to redirect arrows accordingly.  She has very good pressure and her mixup is decent. She excels at controlling the opponent movements, so she's still more of a zoner than a rushdown character, opening people with her is tricky and not straight forward.

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What should I be generally trying to mix in during neutral? I feel like I should be playing re-actively so that I catch them when they make a wrong move, but that hasn't been working too well just because of how sluggish everything feels and how afraid I am to whiff anything.

 

I feel like I can be a lot more creative, but I don't have a baseline neutral to work with or at least that's how it feels even after watching videos.

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Yukari's stuff is not that fast, her Bs are slow and her As don't have range, using that on reaction is hard. Personally, I just poke around, confirm random stuff, punish them hard when they are sold and try to get in using 5D. You can abuse how fast Yukari is, don't stop moving while shooting arrows here and there, if one of them catches them on counter try to confirm it. Use 5D a lot, it has a lot of blockstun and covers her a lot, with that you can jump in safely (and mash them j5A like guilty lol) and surprisingly it is not easy to hit Isis, and if they do there's probably a trade that you can confirm into a combo. Try to put a 5D and shoot at it in one jump/double jump/air dash, to stop them from moving around. Bombs make for great setups for unblockables, use them if the opponent jumps a lot. You can use her on reaction too (not easy, since you have to guess sometimes), but I just do it when I now they are sold after doing stuff and punish them with the right combo. Also, when Yukari's in Awakening if you manage to land a DP, cancel it to Magarula SB, if they tech they're forced to block in the air (blow them with the bomb while blocking, HUGE damage), if they don't tech they eat the super, I'm not sure how they can get out of the Magarula SB after DP.

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Well I'm hitting that AAA > 214A > 5C link about 1/4th of the time which is much improved from earlier.  Who knows, in a few months I might could be hitting it 75% of the time!

 

It seems the trick is definitly to buffer the arrow.  Still not easy though.

 

And it seems that there is a fine line from buffering it too early (so that it doesn't come out at all) and too late (so you whiff 5C).

 

I'll keep trying, I guess.  Thanks for the help all.

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Buffering is important with her. You can also buffer 214A/B when charging an arrow (specifically 5 or 2 in a combo) it makes everything that much easier.

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What have you guys been using Magaru for? It seems like it's okay for pushing the opponent out, though not great in combos or anything. The air one is pretty good because of arc but I don't think either are that easy to shoot at.

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Sp magaru i use like tahichi. It is + something on block so it's good for blockstrings. Also if you hit it randomly you can hitconfirm 5B for an IAD combo

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So idk if anyone has watched the video for her challenge 30, or completed it the way the demo shows it, but id like some advice.

Doing the challenge the way the demo shows I can get all 4 feather arrows to land, but after you land the 4th feather arrow u are supposed to 236236A as Yukari touches the ground from the fourth feather arrow. I cannot for the life of me get the 236236A out before Yu can block it to wrap up the challenge. And I am indeed buffering the 236236 before I land so that I can input A as soon as her feet touch the ground.

Any advice? I put the inputs im using in the comments of the youtube video. 

http://m.youtube.com/watch?v=Ui906u8bsns

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